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Difference between revisions of "User:Wormbo/OnslaughtSpecials"
m (moved User:Wormbo/ONSPowerNodeSpecial to User:Wormbo/OnslaughtSpecials: contains more than one class) |
(added ONSPowerCoreSpecial class and new ONSPowerNodeSpecial properties) |
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Line 1: | Line 1: | ||
+ | The OnslaughtSpecials package contains some improved versions of Onslaught-specific actors. Currently it provides advanced versions of the power cores and power node classes. | ||
+ | |||
+ | See [http://forum.omnipotents.com/showthread.php?t=13075 this thread] at the Omnip)o(tentS Forums for download and an example map. | ||
+ | |||
+ | ==ONSPowerCoreSpecial== | ||
+ | {{infobox class | ||
+ | |class = ONSPowerCoreSpecial | ||
+ | |package = OnslaughtSpecials | ||
+ | |game = UT2004 | ||
+ | |engine = UE2 | ||
+ | |custom = yes | ||
+ | |parent1 = ONSPowerCore | ||
+ | |parent2 = DestroyableObjective | ||
+ | |parent3 = GameObjective | ||
+ | |parent4 = JumpSpot | ||
+ | |parent5 = JumpDest | ||
+ | |parent6 = NavigationPoint | ||
+ | |parent7 = Actor | ||
+ | |parent8 = Object | ||
+ | }} | ||
+ | A standard Onslaught power core with a few additional features. | ||
+ | |||
+ | ====bCoreBeamAlwaysUpright==== | ||
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | If the power core itself isn't upright (i.e. Rotation.Pitch/Roll changed), should its sky beam be? | ||
+ | |||
+ | ====CoreHealth==== | ||
+ | '''Type:''' [[int]] | ||
+ | |||
+ | How much health the core initially has. | ||
+ | |||
+ | ====ForcedCloseActors==== | ||
+ | '''Type:''' [[array]]<[[name]]> | ||
+ | |||
+ | A list of actor names that should be associated with this core and not any other core or node. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected. | ||
+ | |||
+ | ==ONSPowerNodeSpecial== | ||
{{infobox class | {{infobox class | ||
− | |game | + | |class = ONSPowerNodeSpecial |
− | |engine = UE2 | + | |package = OnslaughtSpecials |
− | |custom = yes | + | |game = UT2004 |
+ | |engine = UE2 | ||
+ | |custom = yes | ||
|parent1 = ONSPowerNodeNeutral | |parent1 = ONSPowerNodeNeutral | ||
|parent2 = ONSPowerNode | |parent2 = ONSPowerNode | ||
Line 14: | Line 54: | ||
|parent10 = Object | |parent10 = Object | ||
}} | }} | ||
− | This is a | + | This is a modified Onslaught power node with several additional features. |
− | + | ====bCatchLinkBeamEnd==== | |
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | Whether the energy sphere should hold on to a link beam, similar to vehicles. | ||
− | |||
− | |||
====bIsPrimeNode==== | ====bIsPrimeNode==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
Line 30: | Line 71: | ||
If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams. | If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams. | ||
− | === | + | ====ForcedCloseActors==== |
− | + | '''Type:''' [[array]]<[[name]]> | |
− | '''Type:''' [[ | + | |
− | + | A list of actor names that should be associated with this node and not any other node or core. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected. | |
− | ==== | + | ====IsolatedDamagePerSec==== |
− | '''Type:''' [[ | + | '''Type:''' [[int]] |
− | + | How much damage this node takes while it is isolated. | |
− | ==== | + | ====LinkHealMultiplier==== |
− | '''Type:''' [[ | + | '''Type:''' [[float]] |
− | + | Specifies, how efficiently the Link Gun can heal this node. | |
− | ==== | + | ====NodeHealth==== |
− | '''Type:''' [[ | + | '''Type:''' [[int]] |
+ | |||
+ | How much health the node initially has. | ||
+ | |||
+ | ====SphereHeight==== | ||
+ | '''Type:''' [[float]] | ||
− | + | How high above the node the energy sphere should be. |
Revision as of 18:29, 3 July 2010
The OnslaughtSpecials package contains some improved versions of Onslaught-specific actors. Currently it provides advanced versions of the power cores and power node classes.
See this thread at the Omnip)o(tentS Forums for download and an example map.
ONSPowerCoreSpecial
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerCoreSpecial (custom) |
- Package:
- OnslaughtSpecials
A standard Onslaught power core with a few additional features.
bCoreBeamAlwaysUpright
Type: bool
If the power core itself isn't upright (i.e. Rotation.Pitch/Roll changed), should its sky beam be?
CoreHealth
Type: int
How much health the core initially has.
ForcedCloseActors
A list of actor names that should be associated with this core and not any other core or node. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.
ONSPowerNodeSpecial
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNode >> ONSPowerNodeNeutral >> ONSPowerNodeSpecial (custom) |
- Package:
- OnslaughtSpecials
This is a modified Onslaught power node with several additional features.
bCatchLinkBeamEnd
Type: bool
Whether the energy sphere should hold on to a link beam, similar to vehicles.
bIsPrimeNode
Type: bool
If this is enabled and the power node has a direct connection to one (but not the other) power core, then it will become a "prime node", i.e. is active for the power core's team at the start of the round. The power node will act as usual if it is either directly connected to both power cores or only has an indirect connection to any power core.
bIsStandalone
Type: bool
If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams.
ForcedCloseActors
A list of actor names that should be associated with this node and not any other node or core. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.
IsolatedDamagePerSec
Type: int
How much damage this node takes while it is isolated.
LinkHealMultiplier
Type: float
Specifies, how efficiently the Link Gun can heal this node.
NodeHealth
Type: int
How much health the node initially has.
SphereHeight
Type: float
How high above the node the energy sphere should be.